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ADACA Episode 3 Is Nearing the Final Stretch!



ADACA Episode 3 Is Nearing the Final Stretch!


A small but much belated update on the state of Episode 3:

First off, let me apologize for the lack of proper upkeep. I'm just one person and I've had a lot on going on in my personal life since the release of ADACA Eps 1 & 2 back in 2022. However, I still shouldn't have waited so long to actually give updates on what's going on.

Ep 3's story has undergone a few rewrites and technical issues since fall of '22. Also the post launch support for Ep 2 left me feeling very burnt-out for much of early 2023. During this period of burn-out I also began work on a new project (more on that later), as well as got my own place to live for the first time in my life; so its not all bad news.



Lately I have been making good strides with wrapping up Ep 3's development, and I hope (fingers crossed) I can get it out the door this spring! Every critical level and encounter is largely in place and most of what's left is play-testing and polish!

Keep in mind, I am ONE PERSON working on this game; so bare with me. Future delays are still possible even though I feel like they're unlikely now.

As far as details go, I don't want to give too much away as it would be silly to spoil the game after such a long wait. But here are a couple small peeks at what you might see...



Again, I'm sorry for not being more transparent. I know a lot of you have been waiting a while now for news and being met with near silence must not have inspired much faith.

But hey, this could have gone much worse... >.>

I hope I don't disappoint you all any further.

Until next time:
-Siris

ADACA 1.1.5 Update

Update: 1.1.5:

Stable Build


New Features:

-New Zone Companion! đŸŸ

-Companions should now retain their weapons when traveling between areas in Zone Patrol.

-New weapons!

-New Enemies!

-More weapons now available for purchase in Patrol!

-New Patrol Quests!

-New Zone NPC.

-New [REDACTED] in Playground!

-New enemy incursion mechanic in Zone Patrol!

-New dungeons in Zone Patrol!

-More artifacts hidden in Zone Patrol!

-NPCs will now always flinch when hit.

-Hitting the Journal Key in Campaign will now help remind the player of their current objective.

-More reactive scenery.



Accessibility Features:


-New auto fire setting for semi-auto and burst weapons.

-Setting to turn off Weapon Sway.

-Slightly increased player jump-hight to make crouch-jumping less critical for main level routes.

-The Radiant’s projectiles are now slower.

-The head-bob option will now also turn off strafe-leaning.



Bug Fixes:

-The game should now work correctly in Ultra-Wide ratios.

-Fixed some music bugs.

-Fixed broken Nav Mesh in Theocide.

-Fixed bug that would cause AR to fire a grenade in error.

-Subtitle option should now stay set between sessions.

-Fixed mislabeled location on map.

-Added ability to proceed through end of Tunnel Vision if conversation with Gomez glitches out.

-Fixed bug with assigning particular keys to your movement axis.

-Fixed Kelly’s broken path-finding on The Breach.

-Fixed issue where Ammo Bag equipment wouldn’t work with some weapons.

-Fixed T2 Key Card glitch (hopefully)

-End event in Vault 08 should no longer trigger again when returning after completing the relevant quest.

-Fixed glitch where Operation Earhorn could overwrite Campaign save file.

-Fixed sequence break in Power House.

-Fixed more typos.

-Fixed an incorrect Quest tool-tip.

-Fixed some broken collisions for a few assets.

-NPCs can now use partial paths instead of out-right aborting tricky path-finding.

-Player should now always die when falling out of bounds in Tunnel Vision.

-Husks laying on the ground in ambush will now take damage correctly.




Changes & Tweaks:


-Removed pointless key-card puzzle from Theocide.

-Various balance tweaks to some weapons.

-New Sound FX.

-NPCs will now have a more pronounced reaction time before firing. (Scaled with difficulty)

-NPCs are less accurate across the board. (Scaled with difficulty)

-Edited some of Rook’s quest dialogue to make it more clear.

-Phantom Vision Goggles can now be purchased in Patrol.

-Made weapons in VAKT armory easier to see.

-The Grenades now have smaller hit-boxes to avoid them colliding with close corners when throwing them from cover.

-Energy weapons can now pick up energy ammo packs.

-The player can no longer pick up massive logs.

-Hid more rare weapons around in Ep2.

-Added throwable rocks to the wolf den in Undermined.

-Buffed the Frag Grenade.

-Replaced cops at the end of Undermined with Mercs to avoid narrative confusion. (It didn’t make any logistical sense for there to be cops in that building at that time.)

-Electrical anomalies will now temporarily shrink in size after being triggered.

-Juiced up some of the PFX.

-Many other small tweaks and changes.




Going forward, development will be more focused on Episode 3!

Thank you all!

Hot Fix: 1.0.6

Patch: 1.0.6:

Hot-Fix

(Sometimes fixing things breaks things.)

Bug Fixes:

-All personnel aboard the Hub Ship will now appear in Phantom Rifle Scope.

-Fixed bug that caused the player to load back into the Hub Ship rather than BeachHead if they did not confirm a mission before trying to deploy.

-Fixed more typos.

-Fixed a couple more places where the player can get stuck.

-Fixed bug that allowed the Assault Rifle to keep firing when switching to Grenade Launcher Mode.

-Other minor bug fixes.




Changes & Tweaks:

-Added ammo capacity and slight damage buffs to a few weapons

-Saw to a defective ladder in Blue Caverns


Patch: 1.0.5 (Hotfix)

Patch: 1.0.5:


Bug Fixes:


-Fixed bug that caused camera to freak out when firing a weapon straight up into the air.

-Fixed more typos.

-Fixed bug that removed an objective item from the end of Operation Arrowhead upon 2nd playthroughs.

-Fixed bug that allowed player to shoot through shield doors.

-Fixed some weapon SFX to make them play in 3D when used by NPCs.

-Fixed a few more places where the player can get stuck.

-Fixed a bug with Smart Rifle Projectiles.

-Fixed bug that caused the Battle Rifle to steal ammo from Concussion Rifles.

-Satchel Charge detonator switch will no longer cast giant shadows.

-Fixed glitchy encounter with Merc Drones.

-Completion of the main quest in Zone Patrol will now mark off the Journal entries correctly. (You may need to replay the ending sequence for this to proc.)

-Companions will no longer follow you back to the Hub Ship.

-Companions can no longer get a particular particle effect permanently attached to their head.




Changes & Tweaks:


-Made some puzzles in Zone Patrol slightly less ambiguous.

-Auto-saving and Quick-saving will no longer be allowed when the player is falling a great distance or is above a kill volume.

-Added a short tutorial after picking up the Phantom Goggles (NVGs).

-Each grenade type now has unique sound effects.

-Supply Crates will no longer spawn broken artifacts.

-Footstep sounds now attach to the player’s feet so they no longer sound like they are behind you.

-The area in Zone Patrol once known as ‘Cathedral’ has been renamed to ‘Power Plant’ to avoid confusion.

-Shield and Damage screen effects no longer have baked in motion blur.

-Major Lu should no longer force you to select Zone Patrol on the mission-select after your first outing.

-Player will now hold large objects slightly closer.


Misc:

-Added setting to turn Radio subtitles on and off.

-Added the ability to reload level in Zone Patrol.

-The hot key to delete save progress in DeBug mode has been disabled.

Patch: 1.0.3

Patch: 1.0.3:

New Features:

-Added a new directional indicator when taking damage.

-Sharp objects should now stick into NPC’s bodies when they are impaled with them.



Bug Fixes:

-Fixed a buggy ladder in Undermined.

-Fixed a glitch that caused the use prompt to appear, allowing you to “pick up” weapons off your own back after respawning.

-Fixed over a dozen obscure areas where the player could get stuck/soft-locked.

-Fixed glitch that caused the Tier 1 card not to work on a particular door immediately after you pick it up.

-Fixed a bunch of typos.

-The prompt “Hold E to Skip” should no longer get stuck on screen after skipping through dialogue.

-Uncapped frame rate should now actually work.

-Fixed a bug that was causing a quest hint to still appear after that quest was completed.

-Fixed a glitch that caused Berserkers to deal far too much damage to the player with one sword hit.

-Fixed a bug where exiting a secret level would cause you to always respawn at the same point after loading a save.

-Fixed bug where you would sometimes not retain ammo after swapping a weapon out for another that shared that ammo type.

-Fixed messy collisions with rock walls in Bridge Too Far.




Changes & Tweaks:

-Added option to cap frame rate at 240 fps.

-Custodian Terminals will now draw more attention to themselves during the quest.

-Lowered the health of Conflux Servators and increased their hit-boxs.

-Made a puzzle element in The Breach easier to spot.

-Adjusted the timing of an enemy spawn in Cathedral so that it felt better paced.

-Put something in a hard to reach spot in NecroPol.

-Retooled the Merc Drone to be more aggressive.

-AI will now agro on suspicious noises if already alert.

-Made an important element of progression in the level The Zone easier to spot.

-Added a missing physics volume to the water at the bottom of The Cistern.

-Reduced reflectiveness of Reflex Sights when aiming.

-Added subtitles to radio.